Showing posts with label wargaming rules. Show all posts
Showing posts with label wargaming rules. Show all posts

Saturday, November 18, 2023

"Tanks for the Apocalypse"


Might be something different for you to throw some dice with.  It's definatly WEIRD!!

Always keep it WEIRD,
Brian & Mel

Sunday, April 23, 2023

"NUTS! - Weird War 2"

 

Everyone be sure to check out John's EPIC tome of Weird WWII! It's got everything in it! 
 
 
A truly legendary Weird WWII tome for sure!!!
Brian & Mel

Sunday, April 2, 2023

Franzyland's "Raumkrieg"

 

The crew over at Franzyland have created a simple beer and pretzel game of Weird WWII UFO combat.  Give the links a go below and get those UFOs out for a fight!
 
Pt. 1 - Intro
Pt. 2 - Miniature and Board Construction Ideas
Pt. 3 - Rules
Pt. 4 - Set Up and Secret Weapons

Great stuff,
Brian & Mel

Tuesday, March 28, 2023

"NUTS!" Weird War 2"

 

Just had a chance to look over THW's new NUTS!: Weird War 2 rule book and it is fantastic!! JC & Ed jammed it full with so much WEIRD that it might drive you CRAZY!!! It's an impressive tome that has everything from straight historical kit to the coolest advance and weird tech you can imagine, to magic and those creatures from beyond that are drawn to the carnage and relish in adding to it or in trying to stymie it for all humanity's sake. Swing over to Two Hour Wargames in April, plug in our discount code (25off2) and relish in a rule book that truly has it all and keeps to the saying, KEEP IT WEIRD!!! A must for any weird war weirdo!!!!
 
They are always, keeping it WEIRD!!!
Brian & Mel

Saturday, December 24, 2022

"Pulp!"

 
 
"A set of wargames rules covering heroic adventure and dastardly villains during the early 20th Century  Enter a world of perilous adventure and explore steaming jungles, desert canyons, and arctic wastes!  Brave the perils of nature and discover lost ruins, ancient treasures, and the secrets of forgotten civilizations!  Race against rival adventurers and face off against diabolical villains!  Take to the city streets and fight back against gangsters, spies, and sinister cults!  Pulp! is a scenario-driven skirmish wargame set during the interwar years of the early 20th Century.  Players build teams of bold explorers, daring archaeologists, hardboiled detectives, and costumed avengers – or criminal masterminds and evil geniuses – and dive into a world of fortune, glory… and menace.  Pulp! contains all the rules needed to game globetrotting escapades in this rip-roaring era."  Haven't played this one yet but give it a look see of a summery of it from the writer himself below.  Grab it from Osprey Games.


Let us know what you think of it,
Brian & Mel

Tuesday, September 20, 2022

South Bay Miniatures Guy has always been WEIRD!!!!

  
 
JC over at the South Bay Miniatures Guy has always been firmly entrenched in the WEIRD and is also a producer of some of the best stuff within the genera.  Be sure to swing over and see what John's got going down!

Keep it up, brother!!!
Brian & Mel

Tuesday, July 5, 2022

Battleground Weird WWII: Ghouls


Notes:  These rules are inspired by the excellent ghoul minis produced by Hersey Miniatures.  These are great minis so swing by and pick up a pack or three.  Be sure to pick up the core Battleground WWII rules as well.
Origin:  In the chaos of Weird WWII, whole populations have been isolated by the breakdown of modern civilization, war or by the numerous supernatural threats and calamities that have appeared almost overnight.  Some have resorted to cannibalism in times of extreme starvation and have consumed the dead and even undead in hopes of surviving another day.  Unbeknownst to them, the flesh that sustains them is also corrupting them in ways never believed.  The unknown contagion that drives the dead to rise and feed now alters the very bodies and minds of those who consume it, twisting and deforming them into creatures somewhere between the humans they were and the undead they have eaten.  Now with a supernatural lust for both living and dead flesh, these creatures roam the world consuming all that happen in their path.
Date Introduced:  Ghouls didn't start to appear until mid '45.
Location:  Ghouls have been encountered everywhere across the globe.
Ghoul Types:  Ghouls can be both male or female and these creatures can even bare corrupted children that take after their twisted visage.  Ghouls have the appearance of a twisted and often emaciated human with putrid grey skin.  Their teeth have worn away into fangs and have long, lashing tongues.  Their fingers and toes have warped into long sharp claws they use to kill or incapacitate their prey.
Actions:  Ghouls have 2 actions per turn as normal.
Senses:  A Ghoul's sight and smell have been altered by their transformation which allows them to see normally in both light and dark environments.  These creatures also have a keen smell for living or dead human flesh up to 20" away.  This supernatural smelling can be negated if there are strong pungent odors within the same range.
Strength & Toughness:  Ghouls have the same strength and toughness of a normal human.
Supernatural Phase:  Ghouls take all their actions in the Supernatural Phase.
Movement:  The corruption to their bodies have allowed ghouls to move just as fast crawling as erect so all ghouls may move the normal rate even if crawling.  Ghouls can also leap up to 3" and may rise from being prone for free.  Ghouls act as all other humans when in water.
Ghoul Pack:  Ghouls tend to move in small packs of which all members are blood-related to one another.  Within these packs, each member takes on a certain role within it and one being the Alpha will be considered the Leader for gaming purposes.  All ghouls can be of any Troop Quality for gaming purposes.
Ghouls in Close Combat:  Ghouls have razor-sharp, bone-hard claws and will gain an additional -1 when in close combat.
Carrion:  Ghouls are carrion scavengers and will feed off and steal corpses whenever they can.  If a ghoul comes across a dead human or incapacitated zombie, it will make an immediate Morale Check to see if it can bypass it or if it must secure it for later consumption.  If passed, the ghoul may act however it pleases but if failed it will have to act on the Feeding rules noted below.
Feeding:  If a ghoul wins against a living or undead human in close combat, they will then spend an action to ready it for moving and then must spend however many actions needed to either return it to the pack or to hide it to pick up later once all is clear.  If the ghoul intends to hide the meal, they will move it to any +4 or better cover and then spend 2 actions in concealing it for later pick up.  If the ghoul brings it back to a pack it will spend an action to hand it over to another ghoul and then may act in any way it wishes.  Ghouls will only feed off of human living or dead flesh and nothing else.  Ghouls will feed off each other if the circumstances arise.
Primal State:  Ghouls have lost most of their higher learning during their transformation and are not much more then an animal.  Ghouls are best described as being very ape-like in how they act and communicate but can still use simple items as tools or weapons .  Ghouls can also howl similar to that of a wolf when in need of help or in search of a mate.
Frightening Appearance:  A ghoul's appearance is such that any individual within 5" of them, that hasn't seen them until then, must make an immediate ½ Morale Check to keep from fleeing in horror.  If surprised by a ghoul, any individual in close combat will suffer an additional +2 to their final score.  Other supernatural creatures are immune to this rule.
Zombie Immunity:  Ghouls are fortunate that their most sought after meal has no interest in them and will treat them as a non-mammal in gaming terms.  Ghouls are also immune to any special physiological rules that zombies may cause.  When in close combat, ghouls will always win after expending an action against it and will incapacitate the zombie once done.  With all these immunities, dead ghouls will still return to life as a zombie if killed like any other human.
Wargaming Pieces:  See the notes for some excellent ghoul minis. 

Heresy Miniatures' ghoul miniatures.

Thursday, June 16, 2022

Battleground Weird WWII: German "Ritter" Class Armored Mechanical Suit

 
Notes:  These rules are for the German's 2nd-genration armored mechanical suit, the Ritter (Knight).  These rules are inspired by the excellent Project X Power Armor Soldats from Scarab Miniatures.  These make great Weird WWII minis so swing by their web site and pick up a couple squads.  Also pick up the Battleground WWII rules so you can get the most of these rules.
Date Introduced:  Early '44
Users:  Germany
Movement:   The Ritter can move up to 5" per action and will suffer from terrain modifiers as normal.  The Ritter is capable of crawling up to 2" per action when prone but it will take two actions for it to rise from the prone position.  The Ritter is not capable of swimming due to its weight but it can move at 1/2 its normal rate in waist-high water and 1/4 movement if completely submerged.  Because of the enclosed suit's own air supply, a Ritter-clad trooper can breath as long as they are submerged.
Monocular Sight:  The Ritter's headgear is fitted with a monocular sight that allows the user some enhanced sighting.  The sight will provide a -2 to their die roll (not column shift) when making Sighting Checks.  The sight also allows the user a -1 to all To Hit rolls for any ballistic weapons used.  Note that this bonus does not apply to grenades or other throwing weapons.
Armored Plate:  The suit's armor offers the user a +5 to all incoming fire.  Due to the weight of the Ritter's armor, it will not be suppressed by enemy fire of forced prone unless within a 50mm or larger blast.  If any incoming fire to the Ritter's rear causes a Gory Death result it will penetrate the suit's fuel tank and cause it to explode using the Small HE template.  A result of a KIA to the suit's rear will cause the suit to smoke.
Enhanced Strength:  The Ritter suit gives its user increased strength that allows them to pick up to 800lbs with a successful Skill Check.  The suit allows the user to throw up to triple the normal range.  The suit is also capable of smashing through any non-reinforced structure with a successful Skill Check which will leave a suit-sized hole behind it.  The suit is also capable of kicking or punching with an AP of 1 with a +10 modifier to the penetration result.
Enclosed Armor:  The Ritter is completely enclosed with its own air filtration system that allows the user to fight within an otherwise toxic environment.  A Ritter-clad trooper will be immune to any gas or biological agents that they might encounter on the battlefield.  The suit's filtration suit allows for indefinite clean air.  The suit also has an oxygen backup that allows the user to breath even if in an air-less environment for the duration of the battle.
"Vampir" IR System:  All Ritter units are fitted with the German's Vampir IR System.  Refer to the Battleground Weird WWII Infrared Combat rules for more details.
Gew13:  The Gew13 is an assault rifle that has been specially designed for the Ritter Korps.  The weapon has the appearance of a large MP44 but instead fires a new 13mm round.  The Gew13 is most commonly issued to officers and NCOs within Ritter units.  The weapon has a ROF of 3, uses the rifle range, Jams on a 20 and uses the LCMG column when rolling on the Effects Chart.  Due to the weapon's weight, it can only be used by enhanced troops.
Gew20:  The Gew20 is a specially designed assault rifle that fires a new 20mm round and is used exclusively within the Ritter Korps.  The weapon has a ROF of 2, uses the rifle range, Jams on a 20 and uses the LCMG column with an addition -2 on the Effects Chart.  Due to the weapon's weight, it can only be used by enhanced troops.
MG131/L:  The MG131/L is a modified MG131 that was designed to be used as the Ritter Korps' squad automatic weapon.  The weapon fires the same 13mm round as the Gew13 but has a higher rate of fire.  The MG131/L has a ROF of 4, uses the LMG range, Jams on a 19+ and uses the LCMG column when rolling on the Effects Chart.  Due to the weapon's weight, it can only be used by enhanced troops.

Sunday, June 12, 2022

Battleground Weird WWII: HYDRA "Scylla" Heavy Armored Car

Note that this pic is of the German prototype and not of the HYDRA model.  This is due to no HYDRA Scylla has ever been photographed intact due to its self-destruct feature.

Notes:  HYDRA's first produced armored car was actually the canceled German Mannschaftstransportwagen I project.  HYDRA was able to acquire one of the six prototypes and began to upgrade and modify it to their needs.  The Scylla was mass produced and is the most common armored vehicle used by HYDRA forces during WWII.
Date Introduced:  Early '44
Users:  HYDRA
Crew:  The Scylla has a crew of 4 (commander, gunner, asst. driver/radio op. & driver) and can carry an additional 4 fully armed infantry.
Gyro-Stabilizer:  The Scylla is fitted with a gun stabilizer that increases accuracy when firing on the move.  All Scylla have a reduced To Hit penalty of +3 To Hit when both moving while firing as well as firing in previous action.
Belly Escape Hatch:  The Scylla has a belly escape hatch that allows the crew or passengers to dismount under the vehicle.  Once the individual exits the armored car they will be prone under the vehicle.  Only a single crewman or passenger may exit the hatch at any given time.
Hull-Mounted Flamethrower:  The Scylla has a hull-mounted flamethrower fitted to the front right side of the vehicle.  The flamethrower is operated by the asst. driver/radio op. and takes an action to fire within a 90-degree fire from its position.  The flamethrower has enough fuel for 8 shots and will use the Man-Portable flamethrower template.  The tip of the template will be placed 2" directly in front of the flamethrower's position.  Any prone figures between the template and vehicle will make an immediate Morale Check and any standing will suffer an automatic Gory Death.  All normal flamethrower rules apply.  In addition, any penetrating hit to the front 13 or right side 9 locations will result in an automatic Catastrophic result on the Penetration Effects chart.
Cross-Country Performance:  The vehicle's more sturdy suspension, all wheel drive and 8-wheels gave it great cross-country performance.  Because of these characteristics, the Scylla are not penalized with 1/2 movement over rough ground, shell holes, fields, mud, etc. but can move their full speed as normal.
Sand Tires:  In North Africa, many vehicles were fitted with large balloon-like tires that helped the vehicle move better in the desert sands. If any vehicle is fitted with these tires, they will be able to move at 3/4 their normal movement instead of 1/4 and  receive a -1 bonus when making Bog Checks when moving through sand.  Availability is 10 for units of in Africa and a 5 for any theater.
Snow Chains:  Snow chains were fitted to the tires of vehicles to help them better grip onto icy surfaces.  If a vehicle has snow chains then it will receive a -1 bonus to any Bog Checks made on icy or snowy roads.  Availability is a 10 or less on any front.
Amphibious:  The Scylla is fully amphibious without any preparation needed by the crew.  The armored car can transverse water by moving at 1/2 its normal speed while in the water via its rear-fitted propeller.  All To Hit rolls to a swimming Scylla will be at a +1 due to its small size when in the water.  The vehicle can only fire its turret-mounted weapons when partially submerged.  The vehicle will follow all amphibious rules as normal.
NBC Sealed:  HYDRA was the first military to seal their vehicles to protect the crew and passengers from any possible contamination due to their common deployment of such weapons on the battlefield.  The crew and its passengers are immune to any chemical, radioactive or biological contaminates if the vehicle is Buttoned Up.
Advanced Infra-Red Gear:  Due to the advancement of HYDRA's scientific branch, the Scylla has a IR sight fitted to the driver's, gunner's and commander's sights and vision blocks and all the weapon slits as well.  The vehicle's has a set of headlights forward and aft of the vehicle and all have dual IR and normal light settings.  It will take an action to change headlights to each setting by the commander.  The headlights will shine out 16" within their 90-degree cone in both normal and IR settings.  Their is also an IR spotlight that it fitted to the top of the turret that is able to be rotated from within the turret by the commander.  This IR spotlight can shine out 32" within its 45-degree cone.  Any targets within any spotlight cone will be sighted and fired at as if in normal daylight conditions.
Weapon Slits:  The Scylla has three weapon slits, one forward and two in the rear, which allows the crew or passengers to fire their side arms from within the vehicle.  All weapon slits  have a 90-degree fire arc and will always suffer a +1 To Hit when firing from the slit.  Note that prone infantry 2" away from the vehicle's front slit and prone infantry 4" away from the rear slits cannot be fired at.  Infantry standing within 3" from the forward and 5" from the rear slits will receive Partial Tank Cover.  Pistols, machine pistols, rifles, assault rifles and light machine guns can all fire from a slit.
Dismounting Infantry:  Any infantry dismounting will do so via the large hatch on the roof of the rear of the Scylla.  It will take the dismounting infantry an action to open the hatch if not already and another to dismount.
Fighting Exposed:  Any infantry riding within the Scylla may fight as if in an open-topped vehicle if they leave the large rear hatch open.  This allows the infantry to fight in the similar fashion to those within a half-track transport.  This also leaves the vehicle vulnerable to enemy fire when the hull is exposed as such.  Treat the HT of the vehicle as open-topped if the hatch is left open.
Self-Destruct Mechanism:  Because of the advance nature of the Scylla and SOP for HYDRA material, the vehicle is fitted with a self-destruct charge that will completely destroy the vehicle if activated.  It takes the commander, or someone at the commander's station, to activate the charge.  The charge will then detonate 3 actions later, completely destroying the vehicle and anyone inside it.  Place the Large HE template in the center of the vehicle when it detonates and treat anything under the template as normal.  This charge can also be activated via remote-control but this is only allowed via a BM's call.

           Wt   Sz   HF   TF   HS   TS   HR   TR   HT   TT   Sd   Ld   TR   Ty   Smk   HMG   CMG   AAMG   Gun   AP   APCR   HEAT   HE   HE Size
           12     M     5     7      2       3      5       3      2       2     10/*-----   N   AC   -----      **        LMG     -----     40LAC 18      -----      -----     -----      -----
*-See the Amphibious rules above/**-See the Hull-Mounted Flame Thrower rules above

Sunday, May 15, 2022

Battleground Weird WWII: Rain

This week we look at ever wet and unpredictable, rain!

RAIN:  Rain is liquid water in the form of droplets that have condensed from atmospheric water vapor and then become heavy enough to fall under the force of gravity.  Rain comes in three different strengths in games of BGWWWII, light, medium and heavy.  Light rain a soft drizzle, medium is a good downpour where as heavy is a monsoon-level downpour.  Rain can be found in every type of environment on Earth.

Special Rules:  Below are the three levels of rain and how they affect the battlefield.  All rain types will cover the entire battlefield until the scenario or Battle Master (BM) changes it.

Light Rain:  All Sighting Checks will be at a +1 column shift when done in light rain.  Light rain doesn’t impede on any piece’s movement but it can cause mud or ice so refer to those rules if applicable.  Rain provides no cover modifier on the tabletop.

Medium Rain:  All Sighting Checks will suffer a +2 column shift when performed in medium rain.  Medium rain doesn’t impede on any piece’s movement but it can cause mud so refer to those rules when applicable.  Rain provides no cover to any piece on the tabletop.  The sound that medium rain makes will reduce the sound distance of anything on the battlefield by ½.  Any fires will be reduced in size by ½ per turn on a roll of 10 or less.

Heavy Rain:  All Sighting Checks will suffer a +3 column shift when performed in heavy rain.  Heavy rain can saturate troops not fitted with the proper kit making them move slower due to saturation.  Figures not fitted with rain gear will suffer a –1” to their movement per action.  Note that only figures with cloth uniforms and not armored plate are bound by these rules.  Heavy rain will also cause figures that are not enhanced to make a successful Skill Check per action of movement due to the slippery conditions of the downpour.  A failed check will cause the figure to fall prone with all the normal rules that apply.  Heavy rain causes mud and flooding so refer to those rules when applicable.  Rain provides no cover to any piece on the tabletop.

Saturday, May 14, 2022

Battleground Weird WWII: Mist



MIST:  Mist is a phenomenon caused by small droplets of water suspended in air.  In fact, mist is distinguished from fog only by its density, as expressed in the resulting increase in visibility.
Special Rules:  Mist will double all Awareness Check’s scores and the range of any Sighting Checks performed within it.  Light sources are also reduced to ¾ of its normal luminance due to the mist’s cloud.  It is common for light rain or light snow to be found within mist so refer to those rules if applicable.  Mist doesn’t impede on any piece’s movement other then its ability to see and will also provide no cover modifiers when within in.  When mist is present, it will cover the entire battlefield until the scenario or Battle Master (BM) changes it.

Watch your back,

Brian

Thursday, May 12, 2022

Battleground Weird WWII: Panzerspahwagen T-15


Notes:  These rules are for the Skoda prototype recon tank.  Be sure to pick up the Battleground WWII main rules for the best WWII wargamin' you'll ever have!
Date Introduced:  Mid '42
Users:  Germany
Vehicle Chart:  We use the PzKpfw 38(t) vehicle chart from the Tanker's Challenge supplement.
Crew:  4 (commander, gunner, radio op. & driver).
Radio:  The T-15 is fitted with a radio as basic issue.
3.7cm KwK 38(t) L/47:  The KwK 38(t) fires HE, AP and APCR.  The Availability for the APCR is a 8 with D6 rounds available.
Winterketten or Ostketten Tracks:  The T-15 can be fitted with the Winterketten track grousers for use in ice and snowy fronts or from early '44 on with the Ostketten track for muddy battlefields.  The Winterketten will provide a -1 to all Bog Checks made in snow or icy terrain and the Ostketten will provide a -1 to all Bog Checks in muddy terrain.  Both tracks types will also negate any High Ground Pressure penalties.  Availability for each is a 8 or less for any front.

       Wt   Sz   HF   TF   HS   TS   HR   TR   HT   TT   Sd   Ld   TR   Ty   Smk   HMG   CMG   AAMG   Gun   AP   APCR   HEAT   HE   HE Size 
        10    S     5     5      2     2       2     2     1     1    10     1    N     T     ----    -----     LMG     -----     37L    16      18       -----     6       Small

Tuesday, December 1, 2020

Gaddis Gaming (Official Sponsor)


Just wanted to let all you get a chance to take a look at our new sponsor, Gaddis Gaming, and their product.  Take a look at the video and be sure to use the special Weird WWII discount if you order from them.  Also be sure to subscribe and like and help us out with all our Weird WWII endeavors!!!
 
Keep it weird with a discount!!!
Brian & Melonie!

Sunday, August 9, 2020

"Battleground Weird WWII How to Play: Infantry, Vehicle & Artillery"


This is a intro to the Infantry, Vehicle and Artillery Rules section of the Battleground Weird WWII rules set so give it a gander and see what its all about.

I like this YouTube stuff,
Brian & Melonie

Sunday, July 12, 2020

"Battleground Weird WWII How to Play: Core Rules"


This is a intro to the Core Rules section of the Battleground Weird WWII rules set so give it a gander and see what its about.

I like this YouTube stuff,
Brian & Melonie

Wednesday, July 8, 2020

"Battleground Weird WWII How to Play: Intro"


The first of several videos that will introduce my Battleground Weird WWII wargaming system.

Take a look,
Brian

Thursday, April 30, 2020

"The Strategic Review" 5


This issue of The Strategic Review is a weird war gem written by none other then Gary Gygax himself.  Take a read and see how they were doing their weird back in the day.

Awesome stuff!
Brian & Melonie

"Sturmgeshutz Sorcery or How Effective is a Panzerfaust Against a Troll, Heinz?"

Sunday, June 9, 2019

Pulp Alley Solo Adventure

Below we have couple battle reports from the crew over at Pulp Alley playing their fantastic solo rules of high adventure for us.  Check them out and see what you think.

Bessy makes a gorgeous looking mommy!  Congrats, Bessy!
Brian

Part 1

Part 2 
 
Below are a couple more how to play vids but from the crew over at Cry Havoc War Games!  Give it look see and see what you think. 

Part 1

Part 2

Friday, May 10, 2019

The genera gets some pluggin'!


A short plug for our favorite genera!  Glad to see more folks getting into the weird and letting others know about it.

Great stuff, Tabletop Minions!
Brian

Saturday, July 14, 2018

"Dossier X-01"

 

 
"We are pleased to announce the release of Dossier X-01.  The second rulebook supplement for Secrets of the Third Reich, allowing you to explore and introduce a slew of new 3d Resin Mech, Pewter Characters, Armour and Squads for your 28mm Weird WWII Universe.  This release is just the tip of the iceberg, there will be further rolling releases over the course of the Summer months for this exciting new range of 3D Mech & Minis!" 

Sounds interesting,
Brian